Physics Improvements
Features
- [ ] Improve Soft Body support #220
- [ ] Presets
- [x] Tool to add Surface Deform to Outfits affected by Caged Physics Items (#250)
- [x] Cache tools to also work on Outfit and Hair physics (#243)
- [x] Possibility to add or detect physics on the Outfits, Hair etc.. (#243)
- [x] Add support for Hair particles and Hair geonodes, with additional settings
- [x] Binding operator #216 (#241)
- [x] Simplify the UI (#241)
- [x] Influence sliders for Surface/Mesh deform modifiers (2025.3.1)
- [x] Multi-chain for Bone Physics #227 (2025.3.1)
- [X] Items summary (2025.3.0)
- [X] Edit button for quick enable/disable of collisions (2025.3.0)
- [X] Add Pinning Strength for Cloth Physics (2025.3.0)
- [X] Setting the name of a Smooth Modifier to the name of the physics item, this will be disabled when physics is disabled (globally) (2025.3.0)
Bugs
- [x] Physics creator tools can not be used with Viewport Model Selection on (added a check in 2025.3.5 #241)
- [x] Begin and end frame in Global Cache seems not to work always (2025.3.3 #234)
- [x] Mirror function is not always working (maybe it's just missing some properties?) (2025.3.3 #234)
- [x] Changing the global frames gives an error (2025.3.0)
- [x] Summary panel is not disabled when Physics is False
- [x] Hair were not influenced by enable/disable physics (2025.3.2 #233)
It might be annoying to have to use the dropdown menu just to enable/disable physics on single items. I'm adding an overview list panel to simplify this.
Fantastic implementation of physics on the menu, this is game changing stuff for animators. I appreciate the bone physics inclusion like shown in #222 very useful for hair and rigged clothing, just a nitpick for bone collisions, is there a way to implement multiple bone selection at once instead of a root selection one by one (like multiple hair strain bones instead of just one bone line of, dunno how to specifically say it)? I notice it automatically produces the bones constraints, which is similar to how it's done in this add-on (https://www.youtube.com/watch?v=8rlhOAh5CiU) , but in this one we can produce more than one, and I feel the way you use a plane is more effective than the way this add-on uses cages.
Fantastic implementation of physics on the menu, this is game changing stuff for animators. I appreciate the bone physics inclusion like shown in #222 very useful for hair and rigged clothing, just a nitpick for bone collisions, is there a way to implement multiple bone selection at once instead of a root selection one by one (like multiple hair strain bones instead of just one bone line of, dunno how to specifically say it)? I notice it automatically produces the bones constraints, which is similar to how it's done in this add-on (https://www.youtube.com/watch?v=8rlhOAh5CiU) , but in this one we can produce more than one, and I feel the way you use a plane is more effective than the way this add-on uses cages.
Thanks, also for the suggestion! I opened a new issue to keep track of that.
Influence sliders are introduced in 2025.3.1 #224
I may be going crazy, but I'm pretty sure there was a choice to modify the width of the plane mesh generated for bone physics in an early version? It's not possible anymore before generating it?
Also getting this error after generating a few cages and using the menu tool to delete others
Python: Traceback (most recent call last): File "C:\Users\User\AppData\Roaming\Blender Foundation\Blender\4.3\extensions\blender_org\MustardUI\menu\menu_physics.py", line 196, in draw pi = physics_settings.items[int(physics_settings.items_ui_list)] ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ ValueError: invalid literal for int() with base 10: ''
I may be going crazy, but I'm pretty sure there was a choice to modify the width of the plane mesh generated for bone physics in an early version? It's not possible anymore before generating it?
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It's in the advanced settings :)
Also getting this error after generating a few cages and using the menu tool to delete others
Python: Traceback (most recent call last): File "C:\Users\User\AppData\Roaming\Blender Foundation\Blender\4.3\extensions\blender_org\MustardUI\menu\menu_physics.py", line 196, in draw pi = physics_settings.items[int(physics_settings.items_ui_list)] ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ ValueError: invalid literal for int() with base 10: ''
Strange bug, let me investigate it
Also getting this error after generating a few cages and using the menu tool to delete others
Python: Traceback (most recent call last): File "C:\Users\User\AppData\Roaming\Blender Foundation\Blender\4.3\extensions\blender_org\MustardUI\menu\menu_physics.py", line 196, in draw pi = physics_settings.items[int(physics_settings.items_ui_list)] ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ ValueError: invalid literal for int() with base 10: ''
Can you send me the blend that's giving you the error? Can not replicate it on my side :(
Also getting this error after generating a few cages and using the menu tool to delete others
Python: Traceback (most recent call last): File "C:\Users\User\AppData\Roaming\Blender Foundation\Blender\4.3\extensions\blender_org\MustardUI\menu\menu_physics.py", line 196, in draw pi = physics_settings.items[int(physics_settings.items_ui_list)] ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ ValueError: invalid literal for int() with base 10: ''
Can you send me the blend that's giving you the error? Can not replicate it on my side :(
this issue seems to be gone with the latest version update! Dunno what happened but if I come through the same problem again I'll make a new post about it :)
@mokujinh Ok, please let me know in case it reappears! :)
I'm not completely satisfied with the UI at the moment. It seems unnecessary complicated to have two distinct panels maybe.
Still thinking on how to make it better..
I changed a bit the Physics Panel look. Instead of having two separate windows, now we have just one panel and a UIList that will load the corresponding settings for the specific item.
Making the presets is proven to be more difficult than expected. Maybe I'll have to create a custom implementation.
For the moment that feature is on pause.
#250
Added tool to add Surface Deform modifiers to outfits automatically. The modifiers will be switched on/off automatically depending if their Object is in the list of Outfits affected by Physics Item in the configuration settings.